Pete Wenman Posted February 10, 2015 Share Posted February 10, 2015 Just added to the repository and so hopefully available in the next 24 hrs The file includes four amended modular building textures Façade3 single Facade7 single Facade8 single Facade7 bottom All textures have the [shop] tag, and so will show in game only when the files are added to the mod folder and the [shop] tag is active within a scenario. Tag.txt file also enclosed This mod is designed to give the appearance of larger glass fronted shops to the game. Due to the limitations of the modular buildings these textures will show on all four sides of the building. In addition the windows in game remain. However the textures have been designed so that the ingame windows are less noticeable and blend to some degree with the textures. Experimentation is the best method by which to understand the concept. I'll provide the repository link direct as soon as available, but if people have questions in the meantime just ask P 1 Quote Link to comment Share on other sites More sharing options...
Sergei Posted February 10, 2015 Share Posted February 10, 2015 (edited) I just noticed that the cyrillic text in the rightmost building's windows is backwards. Actually, so does the latin script in the middle building's right side so maybe it's not something that you can change..? Edited February 10, 2015 by Sergei 0 Quote Link to comment Share on other sites More sharing options...
Pete Wenman Posted February 10, 2015 Author Share Posted February 10, 2015 Sergei - yeah because the modular house shares the same texture for all four sides, you will always get two side with wording reading correctly and two side with the wording backwards. Such is life P 0 Quote Link to comment Share on other sites More sharing options...
Mord Posted February 11, 2015 Share Posted February 11, 2015 (edited) Really nice work, Pete. Now all we need are some civilian vehicles to give the maps a little more "life". Mord. Edited February 11, 2015 by Mord 0 Quote Link to comment Share on other sites More sharing options...
Vinnart Posted February 11, 2015 Share Posted February 11, 2015 (edited) Really nice work, Pete. Now all we need are some civilian vehicles to give the maps a little more "life". Mord. For sure. Some burned out ones too. Definitely agree it brings more life to the scenery. I have a feeling I will have to do a personal mod, and open a gallery front in UKR. Very nice Pete. Going into the mod folder for sure. Edited February 11, 2015 by Vinnart 0 Quote Link to comment Share on other sites More sharing options...
Kieme(ITA) Posted February 11, 2015 Share Posted February 11, 2015 With these textures scenario makers can create very interesting city centres, thanks. Mord, about the vehicles, isn't there a trick to create new flavor objects by porting stuff? Like Umlaut did for the industrial mod? How about porting CMSF car and pickup as flavor objects? 0 Quote Link to comment Share on other sites More sharing options...
Mord Posted February 11, 2015 Share Posted February 11, 2015 It could probably be done (unless they changed something) but it's a poor replacement for the real deal. They would offer no protection and wouldn't catch fire or explode when shot up. Be nice if BFC would put the cars in the editor, maybe under fortifications or something so that designers could place them on maps. Maybe when they do Ukrainian uncons they'll include them like they did for CMSF. Mord. 0 Quote Link to comment Share on other sites More sharing options...
Kieme(ITA) Posted February 11, 2015 Share Posted February 11, 2015 (edited) Lurking in CMBS files there are two editor buttons for civilian vehicles, one showing a wrecked car and another a truck... Edited February 11, 2015 by Kieme(ITA) 0 Quote Link to comment Share on other sites More sharing options...
Mord Posted February 11, 2015 Share Posted February 11, 2015 I wonder if they are new or left over artifacts. There was supposed to be a junk truck in CMBN that was never included. Are they flavor object buttons? Mord. 0 Quote Link to comment Share on other sites More sharing options...
Kieme(ITA) Posted February 11, 2015 Share Posted February 11, 2015 Not sure, the seem another kind of option, just like the commercial container button. 0 Quote Link to comment Share on other sites More sharing options...
Mord Posted February 11, 2015 Share Posted February 11, 2015 I didn't see any "commercial container button". Sorry Pete, didn't mean to derail the thread. PM me the answer, Kieme, if you would. Mord. 0 Quote Link to comment Share on other sites More sharing options...
Blimey Posted February 11, 2015 Share Posted February 11, 2015 (edited) Really sorry Pete - off topic. Mord/Kieme - the vehicle flavour object 1 refers to the forklift. If the latest game works like the others this means there are more slots left in that selection - i.e. 2 onwards. If things work as per the other games you could use these slots up with other vehicles by merely making copies and renaming the 3D models to fit with the conventions of that flavour object. You'd need to check what the vehicle 3D files are called but it might be something simple like vehicle_1. If you wanted to add a Russian truck. Find the 3D files & textures for the truck. Copy them. Rename them vehicle_2. Here's one I did for shockforce which uses a spare 'log' flavour object slot. Note - these are eye candy only. I don't believe they provide cover etc. Edited February 11, 2015 by Blimey 1 Quote Link to comment Share on other sites More sharing options...
Lets_All_Fight Posted February 13, 2015 Share Posted February 13, 2015 Wow, very, very nice. 0 Quote Link to comment Share on other sites More sharing options...
Pete Wenman Posted February 14, 2015 Author Share Posted February 14, 2015 Here's the link http://www.battlefront.com/index.php?option=com_remository&Itemid=314&func=fileinfo&id=3491 P 0 Quote Link to comment Share on other sites More sharing options...
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